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TAS: /
http://tasvideos.org/1390S.html (notes and values from gunty)
useful tech:
recoil on firing a weapon can increase your upwards momentum and maintain it for a bit. it can also help reach maximum horizontal speed so you can then use the jetpack to go even higher.
when jumping into an enemy, you can shoot at the same frame that you would've hit the ceiling and cancel the hit-animation. the tas tends to do this facing backwards but RTA it feels easier facing forwards.
probably TAS only? (taken from tasnotes):
Rapid Fire: Every weapon has a certain amount of cooldown time between shots that depends of the position of Daffy. When switching weapons after having shot, the projectile you fired disappears, and the weapon cooldown is (partly) reset. This allows Daffy to fire more rapidly, but only in short range since the projectile would otherwise disappear without having reached it's target.
Sliding: When pressing 'up' and 'down' every other frame, Daffy Ducks gets stuck either crouching or looking up, while maintaining full movement speed. This is often used to dodge falling objects and enemies.
weapon damages and prices (damage list is for difficulty settings):
Weapon Name Price (per 10) N-Damage H-Damage
Normal Gun: Free 14 8
Freeze Gun: $400 5 4
Anti Matter Gun: $400 44 30
Electricity Gun: $300 32 20
Three-way Gun: $300 30 30
Bomb Gun: $350 48 32
each set of stages you have the opportunity to purchase weapons, jetpack gas, extra continues & lives. you start with $1500
the bomb gun, while doing the most damage (though not by much) cannot be shot upwards with much distance since it has an arch. it cost $50 less than the anti-matter gun, which can be shot across the screen. managing each of these is going to be important as they are the only way to make the bosses go fast, since the normal gun does less than half the damage. the three-way and electricity gun do not seem useful? neither does freeze gun?
you also need to purchase extra gas which cost $50, 4 purchases will complete your tank.
stage specific (normal difficulty):
1-4 boss, has 3 stages, will switch stages only after a long attack sequence. attack before he begins next cycle of attack, but he has invulnerability frames. you can make each stage 1 cycle.
2-4 boss, make sure to have enough jet fuel so you can fire shots vertically level with marvin with bomb-gun. otherwise you have to try and land 2 shots from the ground while avoiding the spawning enemies with anti-matter gun (since bomb gun arch shot.)
3-2 and 3-3 mini-boss do not have invulnerability frames after being hit. on 3-3 use nutty attack since they'll take 1 damage every frame, then finish them off with either bomb or anti-matter gun (1 shot each)
3-4 boss, takes 12 anti-matter and 8 bomb gun shots? need to jump upwards into boss hitbox to use bomb gun. easier to use 15 anti-matter shots and finish off with normal gun
4-1, use bomb gun on mini-boss since the arch travels with it naturally while it bounces to the otherside of the screen
4-2, big jetpack upwards to grab bomb gun, mini-boss can be hit by bomb without causing it to fly downwards, 4 shots on each side will 2 cycle it
4-3, another jetpack upwards but in 2 parts. spider mini-boss again can be hit by nutty attack at beginning, followed by 3~ bomb and ~2 anti-matter shots
4-4 boss, a shoe and a lazer gun. you can stand still on the ledge where he jumps and hit him with bomb gun 3~ times before he jumps. goes down pretty quick
5-1, robot mini-boss goes down with 9~ bomb shots, moves depending on your pattern, can begin shooting 4 bombs traveling to the right
5-2 mini-boss bomb setup before appears on right hand side of the screen, mini-boss here doesn't have a lot of hp and can be optimally 1 cycled. 2 cycle is possible every time.
5-3 skipping the TAS-jetpack route in this level since i'm already running out of fuel by now. mini-boss spawns either on top or bottom, right or left, depending on your position. stay under the ledges and you can run with him while shooting with anti-matter, or away from him and turning to hit him - can be 2 cycled this way. TAS strat seems unlikely to give 1 cycle unless i can make rapid fire work out
5-4 final boss marvin, he will fly upwards to the right every time. wait underneath him and fire 3/4 shots upward. then mash him out, get hit by the missiles (they deal significantly less damage than being hit by marvin himself) and you'll barely be able to pop off about 30 anti matter shots (or bomb shots) to kill him. jump to the top to trigger credits
http://tasvideos.org/1390S.html (notes and values from gunty)
useful tech:
recoil on firing a weapon can increase your upwards momentum and maintain it for a bit. it can also help reach maximum horizontal speed so you can then use the jetpack to go even higher.
when jumping into an enemy, you can shoot at the same frame that you would've hit the ceiling and cancel the hit-animation. the tas tends to do this facing backwards but RTA it feels easier facing forwards.
probably TAS only? (taken from tasnotes):
Rapid Fire: Every weapon has a certain amount of cooldown time between shots that depends of the position of Daffy. When switching weapons after having shot, the projectile you fired disappears, and the weapon cooldown is (partly) reset. This allows Daffy to fire more rapidly, but only in short range since the projectile would otherwise disappear without having reached it's target.
Sliding: When pressing 'up' and 'down' every other frame, Daffy Ducks gets stuck either crouching or looking up, while maintaining full movement speed. This is often used to dodge falling objects and enemies.
weapon damages and prices (damage list is for difficulty settings):
Weapon Name Price (per 10) N-Damage H-Damage
Normal Gun: Free 14 8
Freeze Gun: $400 5 4
Anti Matter Gun: $400 44 30
Electricity Gun: $300 32 20
Three-way Gun: $300 30 30
Bomb Gun: $350 48 32
each set of stages you have the opportunity to purchase weapons, jetpack gas, extra continues & lives. you start with $1500
the bomb gun, while doing the most damage (though not by much) cannot be shot upwards with much distance since it has an arch. it cost $50 less than the anti-matter gun, which can be shot across the screen. managing each of these is going to be important as they are the only way to make the bosses go fast, since the normal gun does less than half the damage. the three-way and electricity gun do not seem useful? neither does freeze gun?
you also need to purchase extra gas which cost $50, 4 purchases will complete your tank.
stage specific (normal difficulty):
1-4 boss, has 3 stages, will switch stages only after a long attack sequence. attack before he begins next cycle of attack, but he has invulnerability frames. you can make each stage 1 cycle.
2-4 boss, make sure to have enough jet fuel so you can fire shots vertically level with marvin with bomb-gun. otherwise you have to try and land 2 shots from the ground while avoiding the spawning enemies with anti-matter gun (since bomb gun arch shot.)
3-2 and 3-3 mini-boss do not have invulnerability frames after being hit. on 3-3 use nutty attack since they'll take 1 damage every frame, then finish them off with either bomb or anti-matter gun (1 shot each)
3-4 boss, takes 12 anti-matter and 8 bomb gun shots? need to jump upwards into boss hitbox to use bomb gun. easier to use 15 anti-matter shots and finish off with normal gun
4-1, use bomb gun on mini-boss since the arch travels with it naturally while it bounces to the otherside of the screen
4-2, big jetpack upwards to grab bomb gun, mini-boss can be hit by bomb without causing it to fly downwards, 4 shots on each side will 2 cycle it
4-3, another jetpack upwards but in 2 parts. spider mini-boss again can be hit by nutty attack at beginning, followed by 3~ bomb and ~2 anti-matter shots
4-4 boss, a shoe and a lazer gun. you can stand still on the ledge where he jumps and hit him with bomb gun 3~ times before he jumps. goes down pretty quick
5-1, robot mini-boss goes down with 9~ bomb shots, moves depending on your pattern, can begin shooting 4 bombs traveling to the right
5-2 mini-boss bomb setup before appears on right hand side of the screen, mini-boss here doesn't have a lot of hp and can be optimally 1 cycled. 2 cycle is possible every time.
5-3 skipping the TAS-jetpack route in this level since i'm already running out of fuel by now. mini-boss spawns either on top or bottom, right or left, depending on your position. stay under the ledges and you can run with him while shooting with anti-matter, or away from him and turning to hit him - can be 2 cycled this way. TAS strat seems unlikely to give 1 cycle unless i can make rapid fire work out
5-4 final boss marvin, he will fly upwards to the right every time. wait underneath him and fire 3/4 shots upward. then mash him out, get hit by the missiles (they deal significantly less damage than being hit by marvin himself) and you'll barely be able to pop off about 30 anti matter shots (or bomb shots) to kill him. jump to the top to trigger credits
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